P.S.: If you have any technical questions about the process, feel free to post them here, and I will try to reply to them to the best of my ability

Credits:

- ASk - coder of glaMerge

- Corto - creator of the JK2 skeleton

- keshire - creator of the JA skeleton

- Special thanks to Wudan and Razor_Ace

History:
- Fixed origin
- Updated glamerge program, updated instructions to reflect that
- Updated glamerge program once more, updated instructions
- Added bone reordering (to fix wrong internal bone order, providing the hierarchy is fine) to the program. Should produce correct animations now.
- Fixed an overlooked harcoded constant
- Implemented a hack around relativeness of gla format. Proper solution is recalculation of bone offsets, but that does not work at the moment
- "merged" info from keshire's post about JA animations. I hope he doesn't notice :PNew updates are in red

Hello guys,
i dont know if you are still active in this forum, but i have a question about animation in ja. I downloaded keshires animation file pack, opened his skeleton in 3ds max and changed his Dual_baster.bip, by saving only from frame0 to frame10 (so that I only have a dual-blaster-draw-animation now).Than I exported this new animation as xsi file. Now I dont know, how to compile the animation with carcass the right way. Can someone please explain step by step what I have to do with the assimilate/carcass program ? Do I have to open or add my new animation.xsi in assimilate? Whitch parameters do I have to change where ?Do I get a gla file by using carcass ? how and where fits the humanoid.car file in the process? Do I need to extract the _humanoid.gla file as been discribed in the moddeling tutorials here as well? Please explain as if I was 4 years old(or as if I was a girl). I only found tutorials explaining carcass use for custom models. Sorry for my bad english (Im from germany and try my best) and thank you for your time.

What does this exactly refer to? I've followed the coding steps up to here to add in placeholders for another lightsaber form, but I don't know what the 'usual coding' is. Some help would be much appreciated.

Alright, hmm...let's try activating saber animations for a player. As I stated above, i'm working on a new lightsaber form (a fourth single saber form). Once I get that figured out, we'll move onto getting it NPC usable

Well, firstly, when searching, the are a LOT of PM_SetSaberMove in bg_saber. I understand how it worked, and how it's meant to work, but I don't understand how to edit it to work with my new moveset.

Also, I named the animations the same way as they did for the existing form, except I replaced the number with a letter. It's all in the right order (I just copied and pasted it, then edited the names) so that shouldn't be a problem.

Does anyone know where I can get the GLAMERGE program? The link in the main post is dead and I cant find it anywhere, also if anyone knows where to find the Dragon Animation Tool that would be great too!

Sometimes you have to write it/modify yourself. It's the same thing as using assimilate to create the car file for you, probably have more options when writing your own. Like creating batch jobs. The car file refered to is possibly the "master".car that points to all the anims found the .GLA (so that carcass can join all of them into the final .GLA used in the game)

You have to use it in a command prompt like so: carcass ravensofts.car
I'm assuming you add your .XSI anim to the list so it can be added into your new custom .GLA.

I've found out how to run the command for carcass, and also I found a post from 2004 where keshire explained me what meant the things inside the .car, so I've done some progress.

ShadyD is giving me some help, he was able to make new animations with 3dsMax and he's trying to refresh his memory. We have been able to at least compile the new_anim.xsi into a new_anim.gla with a .car file, however, glamerge give us an error because it says that the number of bones is different, so in ModView the model deforms like a demon for the new animation.

Does the number of bones being different means that the OJP_Anim_Template.xsi is wrong? I'd like to know the answer.

I hope we can find our way out to add the new animations. Once I get it I'm gonna do a tutorial and post it in this thread, since this one is really confusing and frustrating ending in a dissapointment at least for me.

You should ALWAYS have the same number of bones when compiling for a specific GLA.

Jedi Academy has some bones that have been removed, some that have been added (the tail bones) and some that have been renamed. I have a scene file setup with the biped and all, altho it could be the same thing as OJP_Anim_Template.xsi. It uses the skeleton made out of dummies from corto.

Pretty sweet! i think a bit of specular highlights would really help the horse's armor tho, unless you want to use a shader.

For anyone interested, the problem for shady was simply using the wrong plugin, so if you are a trying to make new humanoid anims you absolutely need the original plugin from the SDK. So it looks like you need to use Max 5: in later versions of the plugin the XSI exporter writes a "max_Scene_root" that screws up everything.

Thanks for your nice information and animations as well... Read Jedi Adventures Book By Heather Scott which was launched in 2009 paperback series.... i really loved to read that book and still reading some of its interesting parts as well.. i really loves Jedi.....

Pretty sweet! i think a bit of specular highlights would really help the horse's armor tho, unless you want to use a shader.

For anyone interested, the problem for shady was simply using the wrong plugin, so if you are a trying to make new humanoid anims you absolutely need the original plugin from the SDK. So it looks like you need to use Max 5: in later versions of the plugin the XSI exporter writes a "max_Scene_root" that screws up everything.

Ok I'm really ashamed...
I have forgotten how I put the new animations ingame >.>

Ok, I have the animation done in the biped, I export the .xsi and check all the boxes (Mesh, Animations, Bones, Point Weights, Basepose Transforms, SRT Transforms) so then I open Assimilate and load up that .xsi. But here's the problem, it won't compile the .gla because there are meshes without weights or because of heriarchy problems. I'm using the exact same .max that I used back then to make that horse riding animations.

I've found our msn chat where Shady teached me. He gave me these files:

- The bipped.max
- BonesWSaber.xsi
- newanimations.car

Then he said:

Quote:

you animate the biped, you keep the rootpose as the first pose. You export as a xsi 3.0. Compile it with the .car file I gave you, change the name of your .xsi to "ultimatetest.xsi" and than just merge it with GlaMerge

Ok, I made that but when I open assimilate and loadup the .car it says "models/players/_humanoid/ultimatetest.xsi" not found -.-! (Of course it is on the _humanoid folder)